Premodern Turbo Lands Deck Guide (2026)
Premodern Turbo Lands is a combo deck that plays land after land, draws a card for each one and throws the spare lands at the opponent. Exploration and Summer Bloom add land drops, Horn of Greed draws a card for every land played, Seismic Assault turns each land card in hand into 2 damage, and Glacial Chasm prevents all damage to you while the engine runs. It is a rare deck: TC Decks lists 59 Turbo Lands decks and files more of the same lists under Lands, and MTGDecks has 27 lists since October 2024 but no recorded matches in the last six months. The reference list is the one Bruno Bonadio Lopez played to second place of 33 at a São Paulo weekly on February 18, 2025; Hannes Byström made the top eight of 32 in Gothenburg in January 2026 with the same engine and three Mox Diamond. This guide covers the plan, the key cards, mulligans, sequencing, every major matchup, sideboard plans and a budget path.
How the deck wins
- Build the engine. Exploration on turn one or two and Horn of Greed by turn three: from then on every land you play draws a card, and with Exploration you play two a turn. Enlightened Tutor finds either piece and puts it on top of your library, and with Horn of Greed out, the next land you play draws it the same turn.
- Keep the lands coming. Undiscovered Paradise returns to your hand during your next untap step whenever you tap it for mana, and Rith's Grove returns a non-Lair land you control when it enters, so you rarely run out of lands to play. Summer Bloom adds three more land drops in one turn, and Trade Routes returns a land to your hand for {1} or turns a spare land card into a new card for {1}.
- Hide behind Glacial Chasm. It prevents all damage that would be dealt to you, and the only creatures it stops from attacking are your own, which this deck does not need. Its cumulative upkeep costs 2 life per age counter, so return it to your hand with Rith's Grove or Trade Routes and play it again before the cost grows; each time it enters, it costs a land. Crop Rotation puts it onto the battlefield at instant speed, in response to a lethal burn spell or during a lethal attack before damage, for two lands in all.
- Win with Seismic Assault. Every land card in your hand is 2 damage to any target, so ten lands in hand are 20 damage, and the same Assault kills the creatures that attack you. Gaea's Blessing shuffles up to three discarded lands back into your library, and Enlightened Tutor or Gamble finds the Assault itself.
Core cards
- 4 Exploration
- 4 Horn of Greed
- 4 Summer Bloom
- 4 Enlightened Tutor
- 2 Seismic Assault
- 2 Crop Rotation
- 2 Gaea's Blessing
- 1 Trade Routes
- 2 Sylvan Library
- 1 Seal of Cleansing
- 4 Undiscovered Paradise
- 4 City of Brass
- 4 Gemstone Mine
- 4 Wasteland
- 4 Rishadan Port
- 3 Rith's Grove
- 2 Reflecting Pool
- 2 Glacial Chasm
- 2 Brushland
- 1 Dust Bowl
- 1 Kor Haven
Key cards
- Exploration: One mana: you may play an additional land on each of your turns. Two land drops a turn are two cards a turn with Horn of Greed, and it is the first card to find with Enlightened Tutor. It is an enchantment, so Seal of Cleansing, Disenchant and Pernicious Deed answer it.
- Horn of Greed: Three mana: whenever a player plays a land, that player draws a card. It works for the opponent too, but they usually play one land a turn and you play two to five. It is an artifact, so Naturalize, Disenchant, Goblin Tinkerer and Pernicious Deed answer it.
- Summer Bloom: Two mana: up to three additional land drops this turn. With Horn of Greed out that is three more cards, and with Exploration too you can play five lands that turn.
- Seismic Assault: Three red mana for the win condition: discard a land card for 2 damage to any target, with no mana needed once it is on the battlefield. It kills creatures as well as players; a Solitary Confinement on their side, which gives them shroud and prevents all damage to them, keeps it off them. Blue decks can bring in Hydroblast or Blue Elemental Blast for it, so discard the land cards you need in response.
- Glacial Chasm: A land that prevents all damage that would be dealt to you, so burn, attackers, Black Vise and The Rack all stop. It costs a land when it enters, its cumulative upkeep costs 2 life per age counter, and your creatures cannot attack. Life loss still gets through, such as Cabal Archon's drain, and so do Wasteland, Dust Bowl, Vindicate and Armageddon; Sligh's Flaring Pain switches the prevention off for a turn.
- Undiscovered Paradise: A land that taps for any color; each time you tap it for mana, it returns to your hand during your next untap step, so it can be a land drop, and with Horn of Greed a card, every turn. Tap it for mana even when you need none, or it stays on the battlefield.
- Enlightened Tutor: One white mana at instant speed: puts an artifact or enchantment from your library on top of it. With Horn of Greed out, play a land afterwards and you draw the tutored card the same turn.
- Crop Rotation: One green mana and a land, at instant speed: puts any land card from your library onto the battlefield. Glacial Chasm in response to a lethal burn spell, or during a lethal attack before damage, is the main use, Kor Haven or Wasteland the others. Putting a land onto the battlefield is not playing it, so Horn of Greed draws nothing.
Mulligan guide
Keep
- Horn of Greed, or Exploration with Enlightened Tutor to find it, plus three lands with green and white mana: the engine runs by turn three.
- Five lands with Exploration and one more spell: most of the deck is lands anyway, and Exploration with Horn of Greed turns them into cards.
- Against burn and creature decks, Glacial Chasm or Crop Rotation in the opening hand matters more than the second engine piece.
Ship
- Hands without green mana: Exploration, Summer Bloom and Crop Rotation all need it.
- Seven lands and no spell, or one land and six spells.
- Seismic Assault without Exploration or Horn of Greed: it needs a hand full of lands to win, and only the engine fills it.
Turbo Lands mulligans for the engine: Exploration or Horn of Greed, green mana and enough lands to feed them. Against aggressive decks, add Glacial Chasm or Crop Rotation to that list.
Play tips and sequencing
- Exploration first, Horn of Greed second. Exploration on turn one means two land drops a turn, starting that same turn, and Horn of Greed on turn two or three then draws two cards a turn. Have Horn on the battlefield before you play the lands from Summer Bloom.
- Tutor, then play a land. Enlightened Tutor puts the card on top of your library; with Horn of Greed out, play a land afterwards to draw it right away.
- Lead with the land that returns another. Play Rith's Grove first and return Undiscovered Paradise or another tapped non-Lair land with it, then play the returned land with your extra land drop for another card.
- Reset Glacial Chasm before it gets expensive. Return it to your hand with Rith's Grove or Trade Routes and play it again; with Trade Routes you can do it in response to its upkeep trigger, but you are without it until your main phase.
- Keep Crop Rotation for the damage that matters. Hold {G} and a spare land against burn and attackers, and fetch Glacial Chasm only when the damage would hurt; Chasm's own trigger costs a second land.
- Count before you go off. Each land card in hand is 2 damage, and a Summer Bloom turn with Horn of Greed draws more of them, so cast Seismic Assault when the lands in hand will be enough.
- Horn of Greed draws for them too. Each land they play is a card for them; against aggressive decks that hardly matters, against counterspell decks it fuels their answers, so cast Horn when you can use it at once.
Matchups
- Stiflenought (slightly unfavorable): Their counters are the problem, not their threat: Glacial Chasm is a land, so they cannot counter it, and it prevents all damage from Phyrexian Dreadnought. Counterspell, Daze and Foil fight over Exploration, Horn of Greed and Seismic Assault, and Stifle can counter a Horn of Greed draw or the damage of a Seismic Assault activation after the land is already discarded. Keep a spare mana for Daze and bring in Pyroblast for their counters; Wasteland has nothing to hit among their Islands. After boarding, Back to Basics keeps your nonbasic lands, almost all of them, from untapping, so destroy it with Seal of Cleansing or Pyroblast. No match data.
- Sligh (even): Glacial Chasm ends the burn plan: it prevents all damage that would be dealt to you, so Lightning Bolt, Fireblast, Grim Lavamancer, Cursed Scroll and Sulfuric Vortex all stop, and only the few Sligh lists that play Wasteland can destroy it. Get it down before they race you, with Crop Rotation in response to a lethal burn spell if needed, and keep returning it with Rith's Grove so its upkeep stays cheap. Price of Progress, in about 40 percent of their main decks and more after boarding, deals 2 damage for each nonbasic land you control, so it is a threat until Chasm lands. Seismic Assault kills their creatures, and Circle of Protection: Red comes in after boarding; watch for Flaring Pain then, because the turn they cast it, damage can't be prevented, so neither Chasm nor the Circle helps. No match data.
- Goblins (even): Glacial Chasm stops every point of Goblin damage, so their way through is Wasteland: they play three, and Rishadan Port taps your green mana in your upkeep. Keep a second Chasm or Crop Rotation ready after the first is destroyed, kill Goblin Lackey and Goblin Warchief with Seismic Assault, and expect Naturalize or Goblin Tinkerer for Horn of Greed. Cursed Totem, Sacred Ground and Oath of Druids come in after boarding. No match data.
- Enchantress (even): Neither deck gets through the other easily: Glacial Chasm prevents the damage of their animated enchantments, and Solitary Confinement gives them shroud and prevents all damage to them, so Seismic Assault cannot reach them. Destroy Sterling Grove first, which gives their other enchantments shroud, then Confinement with Seal of Cleansing, Aura of Silence or Ray of Revelation, and Wasteland their Serra's Sanctum. Opalescence also turns your Exploration and Seismic Assault into creatures that Swords to Plowshares and Parallax Wave can exile. No match data.
- Terrageddon (unfavorable): Their mana denial is aimed at you: Wasteland destroys Glacial Chasm and your Lairs, Rishadan Port taps your green mana in your upkeep, and Armageddon destroys every land, Chasm included. Terravore counts every land card in all graveyards, and your deck feeds it with Seismic Assault discards, Crop Rotation, Wasteland and Glacial Chasm's own sacrifice. Keep lands in hand to rebuild after Armageddon, kill their small creatures with Seismic Assault (Nimble Mongoose has shroud, so it cannot be targeted), and bring in Sacred Ground. No match data.
- Replenish (even): Their animated enchantments cannot damage you through Glacial Chasm, so the game goes long and the fight is over your spells: Decree of Silence counters your next three, Seal of Cleansing destroys Horn of Greed, and Opalescence turns your Exploration and Seismic Assault into creatures that Parallax Wave and Swords to Plowshares can exile. Tormod's Crypt exiles their graveyard in response to Replenish, or in response to the Abeyance they cast first to switch it off. Pyroblast counters Attunement as it is cast, but a resolved Decree of Silence counters Pyroblast like any other spell, so break it with a Seal of Cleansing or Aura of Silence already on the battlefield. No match data.
- Landstill (slightly unfavorable): Counterspell, Mana Leak and Disenchant fight your engine, and Dust Bowl is their way past Glacial Chasm. Standstill punishes the first spell, but playing lands is not casting: with Exploration out you can keep playing extra lands, and with Seismic Assault out you can keep discarding land cards to it, all while Standstill stays. Horn of Greed draws them a card for each land they play too, so cast it when you can use it at once, and bring in Pyroblast for their counters; against Standstill it only works while Standstill is being cast. No match data.
- Oath of Druids (unfavorable): Their deck is built to beat yours: Wasteland, Thermokarst and Winter's Grasp destroy your lands, Glacial Chasm included, Rishadan Port taps your green mana, Sphere of Resistance taxes every spell you cast, and Terravore grows with every land card in a graveyard. Oath of Druids itself does nothing while neither side has creatures. Hold Crop Rotation: in response to Wasteland, Thermokarst or Winter's Grasp on Chasm, sacrifice that Chasm to it and fetch your second one. Bring in Sacred Ground, and point Seismic Assault at an animated Treetop Village or Mishra's Factory. No match data.
- Full English Breakfast (slightly favorable): Both of their kills deal damage, Triskelion's shots after Phyrexian Devourer and the attack of a Volrath's Shapeshifter pumped as Psychatog and turned into Akroma, and Glacial Chasm prevents all of it; nothing in their deck destroys a land. Cabal Therapy can strip Exploration or Seismic Assault, so get Chasm down early. Seismic Assault kills Birds of Paradise and Hermit Druid, and Tormod's Crypt comes in for their graveyard. No match data.
- Mono Black (even): Their discard is the danger: Duress and Cabal Therapy take Exploration, Horn of Greed or Seismic Assault before they land, and Wasteland can destroy Glacial Chasm. While Chasm is out, Hypnotic Specter, Nantuko Shade and Cursed Scroll deal no damage to you, and a Specter whose damage is prevented makes you discard nothing. Seismic Assault kills Specter and Ravenous Rats, and Oath of Druids comes in after boarding. No match data.
- Stasis (even): Stasis keeps your lands tapped, but your engine keeps playing new ones, which enter untapped: with Exploration that is two mana a turn, unless Root Maze makes them enter tapped too. A Seismic Assault already on the battlefield needs no mana at all, so get it out before the lock. Undiscovered Paradise stays on the battlefield under Stasis, since it only returns during an untap step. Glacial Chasm prevents Black Vise's damage, which a hand full of lands would make huge. Counterspell, Daze and Thwart fight your spells and Chain of Vapor returns a resolved Horn of Greed or Seismic Assault, so bring in Pyroblast, which counters their counters and destroys Stasis. No match data.
- Elves (favorable): Their plan is combat damage, and Glacial Chasm prevents all of it; their main deck has nothing that destroys a land, though the white build boards in Armageddon. Seismic Assault kills Llanowar Elves, Fyndhorn Elves, Priest of Titania and Quirion Ranger for one land each, though Wirewood Symbiote can return the targeted Elf in response once a turn. Wasteland destroys Gaea's Cradle, and Nantuko Vigilante, turned face up, is their one main-deck way to destroy Horn of Greed or Seismic Assault. Cursed Totem shuts off their mana Elves after boarding. No match data.
- Psychatog (even): Psychatog wins with combat damage, and Glacial Chasm, a land they cannot counter, prevents all of it. The fight is over your spells: Duress, Counterspell and Foil go after Exploration, Horn of Greed and Seismic Assault, and Horn draws them a card for every land they play too. Once Seismic Assault resolves, their main deck can hardly touch it, but Hydroblast or Blue Elemental Blast from their sideboard can, so discard the lands you need in response. Pyroblast comes in for their counters and Psychatog. No match data.
- UG Madness (slightly favorable): Wild Mongrel, Arrogant Wurm and the Roar of the Wurm tokens only deal combat damage, and Glacial Chasm prevents all of it; they have nothing that destroys a land. Circular Logic and Daze are their way to stop your engine: keep a spare mana for Daze, though Circular Logic asks for one mana per card in their graveyard, which you can rarely pay. Seismic Assault answers their creatures, though Wild Mongrel and Basking Rootwalla can pump in response. Pyroblast counters Circular Logic. After boarding, Naturalize can destroy Exploration or Seismic Assault, and Tranquil Domain or Reverent Silence can destroy both. No match data.
- The Rock (slightly unfavorable): Pernicious Deed for X = 3 destroys Horn of Greed, Seismic Assault and Exploration at once, and Duress and Cabal Therapy strip the pieces before they land; Ravenous Rats lets you choose the discard, so give it a spare land. Dust Bowl can destroy Glacial Chasm; as long as Chasm stays, their creatures deal you no damage. Play the engine one piece at a time so a single Deed does not take everything. No match data.
- Reanimator (favorable): Akroma and Phantom Nishoba only deal combat damage, and Glacial Chasm prevents all of it; Reanimator has no answer to a land, and Nishoba gains nothing when its damage is prevented. Cabal Therapy naming Exploration or Seismic Assault is their best play, so get Chasm down early, with Crop Rotation if needed, and bring in Tormod's Crypt to exile their graveyard in response to Reanimate or Exhume. No match data.
- Deadguy Ale (slightly unfavorable): Vindicate destroys Glacial Chasm or Horn of Greed, Disenchant hits the rest of the engine, Duress takes your spells, and Gerrard's Verdict makes you discard two cards of your choice and gains them 3 life for each land card among them. While Chasm stands, Hypnotic Specter, Exalted Angel and Nantuko Shade deal you no damage, and the Angel gains them nothing. Kill Specter with Seismic Assault, keep a second Chasm or Crop Rotation for Vindicate or Wasteland, and bring in Sacred Ground. No match data.
- Tron (slightly favorable): Wasteland and Dust Bowl break up the Urza lands and Rishadan Port taps one in their upkeep, and Glacial Chasm prevents the damage of Decree of Justice tokens and Masticore. Power Sink, Prohibit and Miscalculation fight your engine, so keep {2} spare for Miscalculation when you can. Horn of Greed draws them a card for each land they play, Urza lands included, and Stroke of Genius aimed at you can deck you once Horn has thinned your library, so cast Gaea's Blessing on your turn to shuffle cards back before your library runs low. No match data.
- Clerics (even): Glacial Chasm prevents the damage of Scion of Darkness and the Zombie tokens, but not Cabal Archon's drain: losing life is not damage, so each Cleric they sacrifice to it still costs you 2 life. Kill Cabal Archon and Dark Supplicant with Seismic Assault first, and bring in Cursed Totem, which stops both of their activated abilities. No match data.
- The Solution (slightly favorable): Their damage, from Lightning Angel, Lightning Bolt and Fire // Ice, stops at Glacial Chasm, and they have no way to remove a land. Meddling Mage naming Seismic Assault or Exploration and their counters are what slow you. Pyroblast counters Counterspell and Mana Leak and destroys the Mage, which is blue, and a Seismic Assault already on the battlefield kills it too, since the Mage only stops spells from being cast; Mother of Runes giving it protection from red stops both. No match data.
- Dromar Control (even): Vindicate is their answer to Glacial Chasm, and Meddling Mage, Duress and Mana Leak go after the rest of your engine. Their creatures deal you no damage through Chasm, and Exalted Angel gains them nothing then. Seismic Assault kills Meddling Mage and Shadowmage Infiltrator, and Pyroblast destroys either, unless Mother of Runes gives the target protection from red. Sacred Ground returns a Vindicated Chasm. No match data.
- Aluren (even): Their usual kill, Ghitu Slinger's 2 damage a loop, stops at Glacial Chasm, but looping Rishadan Cutpurse makes you sacrifice a permanent each time unless you pay {1}, and that gets through. Seismic Assault kills Raven Familiar and Soul Warden; Cavern Harpy returns to their hand for 1 life in response. Destroy Aluren with Seal of Cleansing before they go off, and if Chain of Vapor returns your Horn of Greed, sacrifice a land to copy it onto Aluren. No match data.
- Zombies (even): Glacial Chasm prevents the damage of their attacks, but not Shepherd of Rot and Gempalm Polluter, which make you lose life rather than deal damage, and Wasteland can destroy Chasm. Seismic Assault kills Shepherd of Rot, Carnophage and Lord of the Undead for one or two lands each, and Duress and Cabal Therapy are their way to stop your engine. Oath of Druids comes in after boarding. No match data.
- MUD (even): Winter Orb and Tangle Wire hurt you less than most decks: Exploration lets you play an extra land every turn, new lands enter untapped, and Seismic Assault needs no mana once it is out. Glacial Chasm prevents the damage of Triskelion and of the artifacts Karn animates, but not the mill kill of Phyrexian Devourer and Altar of Dementia, and Horn of Greed thins your library for them; a Gaea's Blessing milled from your library shuffles your graveyard back. Sphere of Resistance taxes your spells, Tsabo's Web keeps Rishadan Port and Wasteland from untapping, and Aura of Silence and Null Rod, which also stops Altar of Dementia, come in after boarding. No match data.
- White Weenie (even): Glacial Chasm prevents every point of their combat damage, so their outs are Armageddon, which destroys it with every other land, and Disenchant or Seal of Cleansing on Horn of Greed and Seismic Assault. Keep lands in hand against Armageddon and bring in Sacred Ground. Seismic Assault kills Savannah Lions and Mother of Runes when Mother cannot tap to protect them, but not Silver Knight or Soltari Priest, which have protection from red. No match data.
- BW Control (slightly unfavorable): Vindicate and Dust Bowl destroy Glacial Chasm, Duress strips your spells and Gerrard's Verdict makes you discard two cards of your choice, which makes this one of your harder matchups. Their Angels and Eternal Dragon deal no damage through Chasm while it stands. Keep a second Chasm or Crop Rotation as a backup, play the engine one piece at a time, bring in Sacred Ground, and kill a face-down Exalted Angel with Seismic Assault before it turns face up. No match data.
- Gro-a-Tog (even): Their creatures deal you no damage through Glacial Chasm, and Armageddon, in two of three main decks and more after boarding, is their only way to remove it. Counterspell, Foil and Meddling Mage naming Seismic Assault are the real fight: Pyroblast counters their counters and destroys Psychatog or the Mage, and Seismic Assault kills Quirion Dryad before it grows. No match data.
- Pit Rack (slightly favorable): Their discard plan runs into a deck that refills its hand with Horn of Greed, and The Rack deals no damage while you hold three or more cards. Glacial Chasm prevents the rest, Cursed Scroll included, so Wasteland is their way back in. Bottomless Pit makes you discard at random, which hits lands more often than not; Duress and Cabal Therapy early are the real threat to Exploration and Seismic Assault, while Funeral Charm lets you choose the card. No match data.
- Rebels (slightly favorable): Rebels win with combat damage, and Glacial Chasm prevents all of it; only a Dust Bowl, which some lists play, can remove it. Their counters, Standstill, Meddling Mage and Disenchant fight your engine, Cursed Totem stops every Rebel search after boarding, and Seismic Assault kills Ramosian Sergeant and Defiant Falcon unless Mother of Runes protects them. No match data.
- Contamination (even): Contamination makes every land tap for black, so Exploration, Summer Bloom, Crop Rotation and Seismic Assault can no longer be cast, while Horn of Greed's {3} and the {1} abilities of a Trade Routes already on the battlefield can still be paid. What is already on the battlefield keeps working, so land the engine and Seismic Assault first, or destroy Contamination with a Seal of Cleansing that is already out. Glacial Chasm prevents the damage of Nether Spirit, the Zombie tokens and Mishra's Factory, so Wasteland is their way past it. No match data.
- Fluctuator (slightly favorable): Glacial Chasm prevents all damage to you, and Crop Rotation puts it onto the battlefield in response to Haunting Misery or Drain Life. Wasteland, Rishadan Port and Dust Bowl hit their nonbasic lands, and Seal of Cleansing destroys Fluctuator. Keep the Chasm or Crop Rotation for their kill turn, and watch for Miscalculation. No match data.
- RG Zoo (even): Glacial Chasm prevents all damage that would be dealt to you, so Zoo's creatures and burn both stop, and only its Wild Mongrel build plays Wasteland in most lists. Their real answer is main-deck Naturalize, two in most lists, for Exploration, Horn of Greed or Seismic Assault, and Tranquil Domain after boarding destroys Exploration and Seismic Assault at once. Get Chasm down before their one-drops race you, with Crop Rotation in response to a lethal burn spell or before lethal combat damage, and kill their creatures with Seismic Assault. Circle of Protection: Red stops only the red half, so bring Oath of Druids, as against Goblins. No match data.
Sideboard guide
- vs Goblins, Elves, White Weenie, Rebels, Zombies and Mono Black: Oath of Druids, Ancient Hydra, Ancestor's Chosen. Oath of Druids, in most sideboards, gives you a creature at the beginning of your upkeep whenever they control more creatures than you, and the main deck has none. Ancient Hydra and Ancestor's Chosen are the creatures it finds: the Hydra deals 1 damage to any target each time you pay {1} and remove a fade counter, and Ancestor's Chosen gains you 1 life for each card in your graveyard when it enters. If Oath mills Gaea's Blessing, your graveyard shuffles back into your library; let Chosen's trigger resolve first. Oath works for them too if you ever control more creatures.
- vs Enchantress, Replenish and MUD: Aura of Silence, Ray of Revelation, Null Rod. Aura of Silence, in most sideboards, makes their artifact and enchantment spells cost {2} more and destroys one when you sacrifice it. Ray of Revelation destroys an enchantment and can be flashed back for {G}: Solitary Confinement, Opalescence, Parallax Wave, or first Sterling Grove, which gives their other enchantments shroud. Null Rod stops the activated abilities of MUD's artifacts, Mind Stone and Thran Dynamo included, and of your own Tormod's Crypt.
- vs Elves, Clerics, Rebels and Goblins: Cursed Totem. Cursed Totem, in more than half the sideboards, stops the activated abilities of creatures: the mana Elves, Cabal Archon's drain and Dark Supplicant, every Rebel search, Siege-Gang Commander and Goblin Sharpshooter. It stops your own Ancient Hydra too.
- vs Sligh and Goblins: Circle of Protection: Red. Circle of Protection: Red, in about half the sideboards, prevents the next damage a red source of your choice would deal to you this turn each time you pay {1}: the first line of defense before Glacial Chasm arrives and a second one after a Wasteland. Out: Sylvan Library, whose extra cards cost 4 life each.
- vs Stiflenought, Psychatog, Landstill, Stasis, Replenish, UG Madness, Gro-a-Tog, Tron and Rebels: Pyroblast, Red Elemental Blast, Defense Grid. Pyroblast or Red Elemental Blast, in most sideboards, counters a blue spell or destroys a blue permanent for one red mana: Counterspell, Stasis, Psychatog or Meddling Mage. Against Standstill, counter it on the stack when they cast it; once it is on the battlefield, casting the Blast breaks it, gives them three cards and leaves the Blast without a target. Defense Grid makes every spell cost {3} more unless it is cast during its caster's own turn: their counters cost three more on your turn, but so do your Crop Rotation and Pyroblast on theirs.
- vs Terrageddon, Oath of Druids, Goblins, BW Control, Deadguy Ale and White Weenie: Sacred Ground. Sacred Ground returns every land that their spells or abilities put into your graveyard from the battlefield: Wasteland, Dust Bowl, Vindicate, Thermokarst and Armageddon all fail against it. A returned Glacial Chasm comes back without age counters, but makes you sacrifice another land when it enters again.
- vs Reanimator, Full English Breakfast and Replenish: Tormod's Crypt. Tormod's Crypt exiles their graveyard at instant speed: in response to Reanimate, Exhume or Replenish, or after a Hermit Druid activation has filled it. Against Replenish, use it before they resolve Abeyance, which switches it off.
Budget and upgrades
Typical cost: $1,410–$2,010. The reference list (Bruno Bonadio Lopez, second of 33 in São Paulo, February 18, 2025) costs about $2,010 with its sideboard at the Premodern-era printings tracked here. Four Rishadan Port are about $420 of that, four Exploration about $280, four Wasteland about $190, four Enlightened Tutor about $150, four Undiscovered Paradise about $150 and three Reflecting Pool about $140; in the sideboard four Oath of Druids are about $130. The engine itself is cheaper: four Exploration, four Horn of Greed, four Summer Bloom and two Seismic Assault cost about $370 together.
- Never cut the engine (Exploration, Horn of Greed, Summer Bloom and Seismic Assault) or Undiscovered Paradise.
- The budget build plays two Treva's Ruins and two Forests instead of Rishadan Port, Karplusan Forest instead of Reflecting Pool, a Forest instead of Dust Bowl, and Phyrexian Furnace instead of Tormod's Crypt in the sideboard: about $1,410 with the same engine.
- Upgrade in this order: Rishadan Port first, then Reflecting Pool for the colors. Mox Diamond, which a few lists play, costs about $1,110 a copy and is a luxury.